
Onlyasandwich
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Everything posted by Onlyasandwich
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Shall we have a new forum meme, sir?
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Don't forget the ddr as well. One of the advantages of going granite is having plenty of extra power picks. What are you wanting in place of rooted? Rooted also protects from end drain. I can't imagine a scenario where it would be a good idea to skip given the value, even in granite, now that rooted doesn't affect movement. The Regen is not entirely irrelevant either in tougher content. It's a very healthy amount.
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Invincibility for sure. You are more likely to have enemies in range to proc extra than teammates. Focused acc only checks once per 10 sec, so has no extra chances per target like invincibility and tactics. If you didn't have invincibility I'd drop it in rage, but not as ideal as in a set with build up.
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A comparison that comes to mind is oil slick arrow, though the power of course is quite different. Targeted aoe procs don't go off on the oil portion, but -def do. When you light it, targeted aoe procs go off over the duration. It's been a while since I searched this question or put it to test, so I could certainly be wrong! Initial forum delving on this isn't conclusive. In any case, behavior may be different for beta fault. I would love to hear how it tests out for anyone who is able to try.
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I'm on mobile right now, but can look at this later and share. Note that my builds are at least fully visible under the spoiler, even if no chunk is present.
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I mentioned this because I know some people like to change power effects so they can see their character, and this can be an easier to process visual cue with all of the effects flying around and different environments. As to @ZemX, it's true that most often Hidden status and stealthed state will coincide when using the Hide power, but there are exceptions (placate, ATO procs). It is nice to rely on external factors for verification in order to avoid potential confusion, and the stealth radius attribute does the trick. As for placate, you may find it useful when solo if your secondary isn't cutting it in tough situations. I would think of it as a control power first, with the happy bonus of adding crits.
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Hidden and stealth are separate things, though the hide power generates both. If you want to easily know when you are actively stealthed, monitor stealth radius in you combat attributes. A quote from the wiki that may be helpful: " Despite the rather misleading name, the Hidden status only means that the Stalker is poised to deliver stronger or more reliable critical hits. Hidden mode and Stealth aren't directly linked, although they often occur together. A Stalker can be Hidden even if an enemy has enough Perception to see him. Stalkers have two ways to become Hidden. The Hide power continually grants Hidden status, though that status suppresses for eight seconds each time the Stalker uses an attack power (except for missed Assassin's Strikes), suffers damage from an enemy (falling doesn't count), or clicks a mission object. Using the Placate power on any target also puts the Stalker in Hidden mode, no matter who he attacks, for a fixed period of ten seconds
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That is correct! This is true of all procs.
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Glue arrow is a great power, and takes both an energy and fire damage proc. I like to pack it full of every damage proc myself. It usually lights my slick for me.
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Definitely agree on scrappers and other ats with mez protection. However, the knockback resistance it provides turns one kb protection IO into basically full knockback immunity for Squishies. This could be of use to even /fire or /dark scrappers. I do love me some in combat maneuverability, but like you say, not really worth the end cost on a scrapper unless the blue stuff isn't even close to an issue.
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I appreciate your viewpoint, Myshkin, and again agree that Seekers could use a buff. However, alpha absorption is not entirely irrelevant for defense softcap, depending on how you got there. For example, my Traps/ doubled down on defense, and does not have an epic resist shield, instead going for incarnate softcap with FFG up using scorpion shield. If I am relying only on my defense, and have fairly nominal resists otherwise (just tough in this case along with sundry bonuses), alpha absorption becomes very important when solo against higher level mobs. Poison trap is, as you note, also a good opener when toe-bombing assuming you have stacked stealth to do it, and may indeed be the best way to address alphas in most cases when it is up. Even then, the stacked -tohit and -damage from both seekers going off in the middle of the group is a fairly substantial debuff (~10% -tohit and ~26% damage per seeker). It is not very reliable to hit a large portion of the spawn with both explosions. One initial area to examine buffing might be their radius so we can more reliably hit that 20% -tohit, ~50% damage debuff total on everything. As for the build up proc, I get that it's silly to rely on as an actual fix for a power that needs buffing, and I would never want to use it as an excuse to ignore improvements. However, it is something you can do with the power right now, and has a valid use case for those interested in running Traps characters.
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One additional note - the only thing I didn't like about my TA/A at first was managing so many click powers. This was the character that finally got me to start using alt+key rather than just shift+key around my wasd for quick access. You definitely want to figure out a comfortable keybind strategy to have these powers easily accessible for optimal performance.
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Stone ice was my personal choice for ungranite stoner, and I love it. Extra bonus of being able to match theme with crystal options. If I weren't on mobile I'd link you the build, but you'll see it if searching other stone threads. Edit for @tripthicket. I pulled up the build. It's been a while since I've iterated on it, so I imagine there may be small optimizations to make, but it does good work. /Ice is super strong. You basically have footstomp with a better damage type, a great cone aoe (frost is amazing on tankers) , and one of the best tanker single target powers out there. Ice patch isn't super needed most of the time, but offers a strong extra layer of protection when needed. Go for it!
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Pretty much what @Dark Dove said, but I actually like glue arrow, especially for solo work. Without glue arrow, mobs can get a bit unruly when oil slick isn't up. This allows you to unload your aoe rotation more reliably against tough spawns when something else isn't holding them in place.
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Mind Control/Mass Confusion recharge needs a buff
Onlyasandwich replied to Kaballah's topic in Controller
Great point! That would be really neat. I imagine there are some out there who like using it in its current form, so I'm not sure how important keeping the spirit of the cottage rule alive here would be. -
The melee powers in savage are very good, and you should be able to survive melee just fine between your controls, defenses, and the power of singularity. If you are going ranged focus, I think /savage is basically wasted. One of the most compelling reasons to choose it is savage leap, which brings you leaping right into melee.
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That seems obvious to me now! Apologies.
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Lift is actually pretty decent damage when slotted up and attacking something with gravity distortion applied. Personally I have it as a set mule primarily, but I do use it often enough to appreciate the enhancement. What you do here depends on how you value ranged IO bonuses, and how tight the the build is otherwise. I'm not sure from your comment if you already understood this, but lift is not a root. It is a knock up with slightly delayed damage, and bonus damage when attacking something with gravity distortion applied. The soft control is actually pretty nice. I don't think propel is a good choice for doms unless you just really like it for theme. It's not bad, but you can create a better attack chain in your secondary without it.
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Mind Control/Mass Confusion recharge needs a buff
Onlyasandwich replied to Kaballah's topic in Controller
I feel like one of the biggest issues here is that Telekinesis is so wonky and underpowered. I would say that this power used to be the set's "signature" power back when it could do crazy things, and it is still a really unique tool. If TK were buffed in some way to make it more powerful/reliable/sustainable, the downsides of Mass Confusion would be less of an issue. At that point, I would lump MC into the overall issue of "long cooldown aoe controls that have sort of silly high recharge compared to other powers." -
Here's a vote for Shield/SM! Super fun, and even more teleporty action than /Electric. Ultimately, whatever best serves the theme of the powers you want to dish out.
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I like what you've done! A solid build overall for sure. Your attack slotting especially looks very clean, and you are making overall pretty efficient use of the resources at hand. It looks like you have gone more broad in your defense bonuses, which I think is a good strategy if you plan on employing hurricane. A few notes: Your hurricane slotting is a bit weird. If you are going to take it, slot it for tohit debuff. These sets are actually very strong! I wouldn't worry about slotting it for KB to KD, as this effect is very minor. The major positioning effect is the repel. The Devastation chance for hold proc is now in Gloom. As before, you don't have anything to stack this with, and even if you did, it's of marginal use. I'd probably just throw an acc/dam HO in there myself. I don't think you gain much from the 4 slot in tactics. I would leave it either with Gaussian proc baseline, or that plus a tohit/end enhancer or some kind. 2 slots at most. A good use for these saved slots would be panacea proc in health, more end in stamina, and/or some damage in life drain. For lightning storm, I'd just slot 5 apoc minus the Dam and leave the gladiator proc in place. This nets you more global recharge, as well as better local values on dam and rech for LS. Dark Consumption and Soul Drain do require hit checks, and you haven't slotted them for any acc. This is probably okay if you are dropping them with freezing rain up, but I typically prefer to slot these as actual attacks. They even do pretty respectable damage this way, and don't require many slots if you play around with purples and HOs. Same for gale - if you are actually going to use it, it wants some accuracy. These are all worthy targets for slots siphoned from tactics as well.
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I agree with everything @Uun is saying here, and have some additional feedback. Power choices: Actually really in line with what I would likely choose myself, overall. Personally, I like Torrent a bit better than Gale. Base acc is higher, and it activates twice as fast. Gale does have a nice wide cone however. Torrent also gives you more -tohit as a happy bonus. Double travel powers? Not sure what Super Speed is doing for you here. You already have full pve invis with just the celerity IO in Sprint +steamy mist. Dropping this would be an easy way to pick up Hurricane, and Hurricane can even be okay as a one-slot wonder with an HO in it if you feel starved for slots. Slotting: I like your tornado slotting. Not so sure about the hold proc in LS. You don't have anything to stack it with, and it's low mag. Just put another damage proc in there instead. I prefer Gloom to Dark Blast. Better DPA. Picking Gloom instead of DB is one of the main reasons to go corruptor instead of defender, in my book. Your IO set totals are a bit unfocused. Your highest defenses are AOE and F/C. These are the least useful typed and positional defenses overall. You could probably do much better by either refocusing on more productive positionals (ranged would be good), or dropping that priority altogether and proccing out your attacks a lot more. In that event, you would still be well protected if using Hurricane +baseline defense from powers. Scourging Blast ATO set is just begging to be split into 2 sets of 3 for a double 10% recharge bonus. Life Drain is not a very inspiring heal, even slotted. I would prefer to slot it as a real attack if you are going to use it at all, maybe with some token heal frankenslotting thrown in. More than anything, however, your endurance slotting looks very anemic. I know that you have Dark Consumption, but it is on a long cooldown, and by no means an end solution. The ATO proc is totally decent, but I am doubtful as to whether it will be enough to pick up the slack, given that you only have base slots in health/stamina. Speaking of those base slots, Panacea hp/end is the most effective in Health if you are only going for one slot, and Perf shifter +end outperforms even a plussed out IO in stamina. Ultimately, I would slot every end unique possible here, and give stamina some love as well. My own build is actually a defender, but most of the decisions could be taken fairly 1:1 if you'd like a point of reference, though the ATOs are a bit different. Basic philosophy behind my build: Recharge where I can get it. A few FFback procs to help along. Softcap Ranged defense - let hurricane pick up the slack when needed. Dark pit to blunt the minions and for sillies. Maximize damage using Procs wherever possible, but not at the cost of the above priorities. My end slotting is still suboptimal. I can go all out when conserve power is up, but otherwise have to rely on Ageless to go full ham.
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I don't think Seekers is a set-definer, and could use some work, but I disagree on the typical traps playstyle. I will indeed often summon Seekers directly into the spawn as an alpha-breaker/initial debuff, and this was my MO before slotting the buildup proc as well. It is a happy bonus that this timing happens to work optimally for following up on the build-up proc as well. You can definitely play traps in a more "setup, draw in" fashion, and it works well for solo play, but I wouldn't ask a team to dial back their strategy to suit this. Often times the idea of alpha-breaking is moot on a team, in which case it doesn't really matter how I open, so slotting the proc gives this power utility in situations that it otherwise wouldn't have a great purpose. Again, I'm not trying to sell slotting the buildup proc in Seekers as some sort of magic button that makes Seekers amazingly special, but it is very useful and gives the power more purpose in a wider variety of situations. Unless I am camping a hard target like an AV, I treat my traps as more of a "fire and move on" power, rather than something to really reinforce a single battlefield. I'm usually bouncing around with my FFgen behind me, open with Seekers, hit my alpha, drop mortar, continue blasting. If the alpha is taken care of, I may just open with mortar, then go seekers and blast away instead. Poison Trap and Triage beacon mostly stay in reserve, though I may throw out PT just for fun every now and then even if the team is shredding nicely.
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Combat teleport! I know it's not exactly a nostalgic goodie, but I have a hard time not picking it on anything these days. It's just so fun to be able to bamf around, and the positioning power is unrivaled.